Revenants
Revenants, those that return from death, seek revenge on those that have betrayed them, or those that have betrayed the living in some horrible way. They are by definition undead beings. But, unlike most undead they are not infected with negative energy, rather these entities are reinfused with the souls that once inhabited it before its death.
These returned beings either inhabit their recently dead body or that of another recently dead humanoid. In either case they tend to appear as emaciated versions of the once living mortal being. Their skin is a lighter color, taking on a gray pallor, often riddled with pot marks were there once were open, festering wounds. Those that touch a revenant state that their skin is cold or cooler, and in some situations clammy.
These beings return with their full personality and memories. All of which is directed towards an unrelenting sense of revenge against those that have betrayed them. Though they may have trouble remembering their skills and abilities.
​ Note: This character can only be taken by a player once his character has died, once this occurs the player may take the Spirit Template. Only those in the only Legends of Kralis Player Species can take the Spirit Template.
Features
Species Merit Cost: +1000 (in addition to species Merit Cost)
Age: Live until Revenge Condition is met or 10 Years
Size: As previous
Weight: Three-quarters original weight
Vision: Revenants have Heightened Nightvision
Move: Per Species Movement Speed
Languages: Revenants begin play speaking whatever languages they knew before death
Resistances: Immune to Fear Checks and Horror Checks
Revenant Bonuses: +10 Alertness checks
Revenant Attribute Modifiers: +10 to any two: Intelligence, Wits, Willpower or Charisma; -10 to any two Strength, Stamina, Agility, or Perception (these modify the Character Species of the Revenant)
Vulnerability: Can be Turned as per Divine Knowledge Turning
Traits
Revenant traits are different from those that most PC’s have. All revenant have the following traits that only they can gain.
Bane
The Revenant gains +25 to attacks when they attack those that they are seeking revenge against and +10 bonus damage.
Back from the Dead
Coming back from the dead is hard to deal with. Each month you gain 1 Insanity Point that cannot be negated. Additionally, all skills suffer a -20 to their current scores.
Chill Touch
Whenever the Revenant makes a successful Touch Attack that damages a target, that target suffers an additional 10 points of damage. This damage ignores Armor Absorption. This is a cold energy type.
Death Glare
The Revenant can target one target that it can see within 30 feet of it. The target must make a Willpower check at a TS of 6. Those that fail become Scared of the Revenant for 2d10 turns.
Rebirth
When the Revenant's body is destroyed, its soul lingers for several hours. After which the soul can attempt to inhabit and animate another mortal species (humanoid) on the mortal plane. This must be accomplished within 24 hours and the new body cannot be more than 1 mile away per Willpower Modifier. When this occurs the Revenant's attribute negative modifiers increase by 5.
Undead Traits
As an undead being the creature gains the following undead traits:
• undead physical immunities: bleeding, blindness, poison, stunning, paralyzation, knock outs, energy draining, attribute reduction, death from massive damage
• undead spell immunities: mind effecting spells, charm spells, sleep, illusions, charm like effects. They are able to “see” through invisibility by sensing the life force of a living creature
• undead regeneration (able to regenerate from 0 health): regeneration time: 1 hour
• No need to eat, breath. Never sleep.
​
Undead Toughness
Undead are resilient to damage. Magical or Holy Weapons deal 100%; Arcane, Divine and Jinhu Magic deals 50%; Cold Iron and Silver Weapons deal maximum 1 Success worth of damage; Normal Weapons deal Base Damage only.
​
Revenant Template
Health Points: -10
Fatigue Points: +30
Attack Skill: +0
Bonus Damage: Chill (+10)
Physical Defense: +0 Magical Defense: +15 Divine Defense: -10 Jinhu Defense: +0
Armor: Any Armor plus Undead Toughness
Move: +5’
Luck Points: +2
Initiative: +10
Vision: Heightened Nightvision